They could easily change threat generation to be proportional to your character level (lvl/monster lvl). There is no reason to scale threat number with damages.
They could easily change threat generation to be proportional to your character level (lvl/monster lvl). There is no reason to scale threat number with damages.
Originally Posted by Blizzard
I like the potential changes to lock, might go back to that for my main if it feels smooth. Having a cast time shield for disc is going to be fun.
I love the Spirit Shell thing. Also I may have to level a lock
oh noes my parry on hunter (like I ever actually parried anything while stun locked for 15 seconds, or a warrior charge spam stun, or dk abilities).
Malefic Grasp sounds awesome for raids.
Rogues don't give a shit about utility poisons. Why is Crippling Poison still even in the game?
Really like all the lock changes, really mad that it makes me want to play lock because I keep telling myself to main something with at least 2 roles and am not sure I want a pet class for arenas. Fuck you blizzard.
Hoping they give hunters a bit of a boost come 5.0
From what i seen so far 4.3 , hunters getting the short end of the stick this round so far ;/
I'm not sure exactly what you were saying here, and I'm not exactly caught up on the expansion info so this may be entirely pointless but...
Also, I haven't been playing for most of cata so using old examples lol.
If by at ranged you're talking about anyone, including ranged people, I can name dozens of fights, the first off the top of my head would have been twin valks and saurfang.
As for ret paladins specifically, fights with constant very fast target switches sometimes including distance:
ToC: Jarax, faction champs, Anub
ICC: LDW, Gunship, Putricide, Princes, VDW, Sindra, about 1/3 of the time during LK.
Sooo, yeah, there's a reason that pretty much every melee's first priority in enchants and crap is figuring out where the movement speed is going to be, regardless if it's for pvp or pve.
Of course, at the time that post was made you guys were discussing the talents without having actually seen the new ones yet, so meh, discussion may have completely changed, I've still got a few pages to finish reading lol.
Nah, I meant switching from one target to another as a melee person with the 2nd target being a sizeable distance away from you where you have to close some range.If by at ranged you're talking about anyone, including ranged people, I can name dozens of fights, the first off the top of my head would have been twin valks and saurfang.
I'm not saying it never happens, I'm saying it's never such a clusterfuck that you absolutely care about passive runspeed over active. Discussing specifics on those fights is kinda useless really as strategy on some of them may vary from guild to guild and heroic vs nonheroic. From my experience though, most strategies included minimizing melee movement and increasing their uptime. Doing Anub intelligently included cleaving the adds and tanking them at Anub. Valks intelligent strategies again had the 2 on top of each other for fast switches, Jaraxx I seem to recall cleaving the big chick on top of Jaraxx, and melee ignored infernals. LDW also consisted of adds being brought to the center to be cleaved/etc (at least on heroic...normal mode was a faceroll and had shitawful strats, but sometimes left melee on LDW fulltime not even switching to adds). Putricide I'll grant maybe, but even so, in relation to the discussion at hand, you could judge every slime for a much higher runspeed boost when needed, so I'm not sure it really changes anything I said. Princes main movement was on target swaps, then also on the move out for lightning thing that I don't recall the name on, the target swaps were at predictable times where one could definitely time a burst movement ability if one had it.As for ret paladins specifically, fights with constant very fast target switches sometimes including distance:
ToC: Jarax, faction champs, Anub
ICC: LDW, Gunship, Putricide, Princes, VDW, Sindra, about 1/3 of the time during LK.
Valithra and Gunship are really the best examples you have, but really thats maybe only on 10man where everyone had to do almost everything. 25man on both fights required much less movement and melee could really "camp" one area.
Sindragosa was full of all sorts of downtime, I'm not really sure what you're referring to there, switching to kill iceblocks when Sindragosa wasn't even in range? You can't even have every DPS on the iceblocks, I don't see how speed matters there...if it's moving out of the aoe frost thing, sure, but again, predictable and burst>passive.
LK had some movement, but the target swaps to Valks occurred when they were within melee range, so runspeed didn't do much there. Target swaps on transitions were similar, no need for runspeed. I don't see this as being a very useful thing to point out.
My point is you need runspeed to up DPS when you have to move a significant distance to DPS. My claim is there are virtually no fights in the game right now where a 4sec burst of speed on a 10sec cd that is going to be worse than a passive speed boost of a lesser proportion, because you don't generally swap more often than once per 10 seconds.
Sooo, yeah, there's a reason that pretty much every melee's first priority in enchants and crap is figuring out where the movement speed is going to be, regardless if it's for pvp or pve.
Of course, at the time that post was made you guys were discussing the talents without having actually seen the new ones yet, so meh, discussion may have completely changed, I've still got a few pages to finish reading lol.[/QUOTE]
This is a good point, but then you look closer. If we can make one assumption about all three new talents and say they all will not stack with movement speed enchants. With that assumption, you can pretty much rule out the new PoJ as being more useful than the others in most situations. Unless tanking tactics change you will be using your HP when you hit 3. The same can be said for Retribution. Thus the average speed% for these two specs is ~15%. Assuming that the movement speed enchants remain statistically worth having, then you are giving up the same average % as you have been giving up with the current talent.
I for one, believe that we will see this changed to something passive+speed per HP. Hell, ferals are getting a free 30% just for being in cat form.
In the end, a lot of talents are going to change. The Paladin tree has a lot of questionable talents as it is. Ones that are both problematic or ones like PoJ that are just overreaching trying to use a "newer" mechanics.
^
He also forget that judgement is most likely going to be part of the rotation, and that lagging isn't always preferable.
Not forgetting that at all...the point is that sitting on HoPo is a far far far larger loss in DPS than skipping out on judgement. In fact, the current top Ret parse on Baleroc uses judgement on average once per 11.5 seconds even though it's an 8 second cooldown because it's not that high on priority list. On top of that, it makes up for a grand total of 3.4% of his damage. It hits 1/3rd as hard as TV, and you're -potentially- missing out on part of 1 judgement once every time movement comes up (on Baleroc, that's like once per 50-55 seconds when countdown is a possibility, so you'd lose like maybe 20 seconds of judgement max on a 4min fight, or a whopping 140 dps. It's a meaningless loss. The 4 times you have to delay it in said 4min fight is actually already less of a loss than a single time you sit on 3 HoPo for movespeed...(not to mention when you sit on 3 HoPo it's amost not worth CSing.
Re: Niwaar.
I have no idea what your point is. In the current game however, that PoJ is unlikely to stack with runspeed, the 1min 1 will, and the judgement one could go either way (I'd lean towards not stacking though). Permanent-ish effects do not stack with runspeed, regardless of if they are buffs or not (Cheetah, Ghost Wolf, UHP, other talents)....this is referring to ones that can be permanent in combat. Burst effects (Darkflight, Sprint, Dash) all stack with boot enchant. I agree however it's too soon to talk specifics, but my point had nothing to do with specifics for when they are released - merely that if you implemented it now, one would be best and the others would lag behind (and I think the new PoJ is crap), and when it is implemented, again, 1 will be best and the others will fall behind.
There is 10 billions reasons why you're wrong, but I'm not going throught this again. Using Cataclysm parse to support your opinion is fucking retarded when Judgement is going to grand Holy Power in MoP, and that number are very likely to change.
If only this were a valid argument against anything I'm saying.
I am saying if you give me a set of variables and parameters, I will give you an optimal solution. Since we are entirely clueless as to said variables and parameters in MoP, it's a pointless task to try to tackle which is best in MoP, however, the fact remains that one will be best. I tend to think that the various fights (parameters) will not change enough to change the optimal solution. In the meanwhile, I am illustrating my point by talking about Cata, and showing 2 things:
1. There is a best solution in Cata.
2. The fights to not vary enough to change this best solution.
Let me give you an example with numbers.
y=x+42
y=x^2
y=1
Simple math says the intersection of these 2 curves is at x=7. However, if we look at the region close to x=3, (lets say +/- 2), x+42 is strictly larger than y=x^2. Is it possible for y=x^2 to win? Of course. Is it possible for y=1 to win? Yep. But when the range of data we are looking at doesn't vary that much, y=x+42 wins out.
Furthermore (and this is basic probability), if you assume a continuous random distribution, the probability that x=7 is 0. That's right, flat out 0. This is the chance that Blizzard tunes their fights perfectly to make them even. ZERO.
Why do people even try to fucking argue with him....
/whirlwind
Failure are you asian? It'd explain the massive number boner.
That's some impressive high school mathematics right here...If only you had heard of best/worst/median case, and would understand the difference between theoretical and experimental parameters, you could write a model that make sense.
Oh, and what's about the "survivability" parameter that you completely omits from your models? How are you going to "weight" a factor that has an arbitrary weight?
And saying that Blizzard can't fine tune an ability like this when you pretend that they are easy to min/max is also ridiculous.
Nope. :/ Just my bachelor's degree (though I'm applying now to go back for a math phd starting next fall!)
Kaylia, you aren't even worth responding to, but I will anyway. You're just spewing shit without any clear understanding of well, anything. This has nothing to do with anything you are saying. It's as bad as when people jump on the "it doesn't scale" boat without even thinking twice about if that fucking matters. 700 spellpower or 5% spellpower, which is better?! Well, in the realm of "Cataclysm" the answer is 700 spellpower. Period. End of story. No ifs, no ands, no buts. This is what I was trying to illustrate. It doesn't matter if there's some theoretical point that it changes, in the realm of realistic that point doesn't exist.
And I have years of Blizzard failing to fine tune shit just like this that says no, they can't. And I don't blame them, they have a lot on their plate, and if they try to perfectly balance this, they have to look at repercussions on other class and overall balance, etc. They can't guess everything every player will do, as they've said time and time again. They try the best they can, but they miss things, and players find those things.
Did you seriously compare spellpower and % spellpower, two stats that raise the exact same things by different amount, to a situational proc that offer differents benefit that can't easily be compared?
Just because the optimal situation can be found accurately in certain situation doesn't mean it can generalized to everything.
You won't last 10 minutes.Originally Posted by FailureMidgard
can the both of you stop posting speculative, e-peen lasso contest bullshit? Like, forever? The fucking thread's a mess of it now.